;   WW2- AFRIKAKORPS
;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
6       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
20      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
30      ; Riot factor based on # cities (higher factor lessens the effect)
6       ; Aqueduct needed to exceed this size
12      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
5       ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
10      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
20      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  Rad, Too, 3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Amphibious Warfare, 3,-2,  Nav, Tac, 3, 0    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Anti Aircraft Defense,4,-1,  Rad, Csc, 2, 3    ; Ato
Automobile,         6,-1,  Cmb, Stl, 3, 4    ; Aut
Banking,            4, 1,  Tra, Rep, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
Combined Arms,      5,-1,  no,  AFl, 3, 0    ; CA 
Combustion,         5,-1,  Ref, no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
REUSE,              4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  Dem, no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  Ind, Eco, 2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Ban, Inv, 2, 2    ; Dem
Economics,          4, 1,  Uni, Ban, 2, 1    ; Eco
Electricity,        4, 0,  no,  Mag, 2, 4    ; E1 
Electronics,        4, 1,  no,  Cor, 3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
REUSE,              3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  Fun, Dem, 3, 0    ; Esp
Explosives,         5, 0,  no,  Che, 2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  Cmb, ToG, 2, 4    ; Fli
Fundamentalism,     3,-2,  MT,  Csc, 2, 2    ; Fun
Heavy Artillery,    8,-1,  NF,  nil, 3, 3    ; FP 
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  RR,  Ban, 2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  MP,  no,  3, 2    ; Lab
Modern Aircraft,    4, 0,  AFl, nil, 3, 3    ; Las
Leadership,         5,-1,  Chi, no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  Stl, Tac, 2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  Aut, Cor, 3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Phi, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  no,  Uni, 1, 0    ; Met
Mobile Warfare,     8,-1,  Aut, Tac, 3, 0    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, CoL, 0, 2    ; Mon
Monotheism,         5, 1,  Phi, PT,  1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Modern Artillery,   6,-2,  Too, nil, 3, 3    ; NF 
Nuclear Power,      3, 0,  NF,  E2,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, Lit, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  Ref, no,  3, 4    ; Pla
REUSE,              4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, Hor, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  Fli, no,  3, 4    ; Rad
Railroad,           6, 0,  SE,  Bri, 2, 1    ; RR 
REUSE,              2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  Che, Cor, 2, 4    ; Ref
Refrigeration,      3, 1,  no,  San, 3, 1    ; Rfg
The Republic,       5, 1,  CoL, Lit, 0, 2    ; Rep
REUSE,              5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  AFl, E2,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Allied Tanks I,     4, 1,  no,  no,  3, 3    ; SFl
Strategic Bombing,  3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  Phy, Inv, 2, 3    ; SE 
Steel,              4,-1,  no,  Ind, 2, 4    ; Stl
Allied Tanks II,    4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  Csc, Ldr, 2, 0    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Theory of Gravity,  4, 0,  Ast, Uni, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Phi, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Future Technology,  1, 0,  FP,  no,  3, 3    ; FT 
Unreachable Tech,   3, 0,  no,  no,  0, 0    ; U1 
Italian Tech,       3, 0,  no,  no,  0, 0    ; U2 
Allied Tech,        3, 0,  no,  no,  0, 0    ; U3 
Neutral Tech,       3, 0,  no,  no,  0, 0    ; X1 
Axis End Tech,      3, 0,  no,  no,  0, 0    ; X2 
Allied End Tech,    3, 0,  no,  no,  0, 0    ; X3 
Neutral End Tech,   3, 0,  no,  no,  0, 0    ; X4 
V n Allies End Tech,3, 0,  no,  no,  0, 0    ; X5 
German Aid,         3, 0,  no,  no,  0, 1    ; X6 
USA ENTERS WAR,     3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Church,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    Wri,
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    Ban,
Mosque,                   12, 3,    MT, 
University,               16, 3,    Uni,
Mass Transit,             16, 4,    no, 
Stadium,                  10, 4,    Cst,
Factory,                  20, 4,    Ind,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    Eco,
Sewer System,             12, 2,    San,
Supermarket,               8, 3,    Rfg,
Superhighways,            20, 5,    Aut,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Fortress,          8, 1,    Met,
Power Plant,              32, 4,    Ref,
Harbor,                    6, 1,    Sea,
Offshore Platform,        16, 3,    no, 
Airport,                  16, 3,    Rad,
Police Station,            6, 2,    nil,
Port Facility,             8, 3,    Amp,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Capitalization),         60, 0,    Cor,
Pyramids,                 20, 0,    no, 
Blue Mosque,              20, 0,    nil,
Dardanelles Straits,      20, 0,    nil,
Cradle of the Mediterrean,20, 0,    nil,
Parthenon,                30, 0,    nil,
Dome of the Rock,         30, 0,    nil,
Great Wall,               30, 0,    no, 
Sun Tzu's War Academy,    30, 0,    no, 
King Richard's Crusade,   30, 0,    no, 
Marco Polo's Embassy,     20, 0,    no, 
The Vatican,              40, 0,    nil,
Copernicus' Observatory,  30, 0,    no, 
Suez Canal,               40, 0,    nil,
Pyramids,                 30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
British Empire,           40, 0,    nil,
Isaac Newton's College,   40, 0,    no, 
British Persian Oil Co.,  40, 0,    nil,
Darwin's Voyage,          40, 0,    no, 
Hagia Sophia,             40, 0,    nil,
Eiffel Tower,             30, 0,    no, 
Church of Holy Sepulchre, 60, 0,    nil,
Hoover Dam,               60, 0,    no, 
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Lend Lease Assistance,    60, 0,    nil,
"New Roman Empire",       60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Blue Mosque
nil,        ; Dardanelles Straits
nil,        ; Cradle of the Mediterrean
Cer,        ; Parthenon
nil,        ; Dome of the Rock
nil,        ; Great Wall
nil,        ; Sun Tzu's War Academy
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
nil,        ; The Vatican
nil,        ; Copernicus' Observatory
nil,        ; Suez Canal
nil,        ; Pyramids
nil,        ; Leonardo's Workshop
nil,        ; British Empire
nil,        ; Isaac Newton's College
nil,        ; British Persian Oil Co.
nil,        ; Darwin's Voyage
Cer,        ; Hagia Sophia
nil,        ; Eiffel Tower
nil,        ; Church of Holy Sepulchre
nil,        ; Hoover Dam
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; Lend Lease Assistance
nil,        ; "New Roman Empire"


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Fortifications,nil, 0,  0.,0,  0a,2d,  8h,3f, 20,0,  7, U1,  010010000000001
Engineers,    no,  0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, no,  000000000000000
Italian Infantry,X2,  0,  1.,0,  4a,4d,  1h,1f,  2,0,  1, U2,  000001000000000
German Infantry,X2,  0,  1.,0,  6a,5d,  2h,1f,  3,0,  1, X6,  000000000000000
ANZAC Troops, X3,  0,  2.,0,  8a,6d,  2h,2f,  4,0,  0, nil, 100100000000001
British Infantry,X3,  0,  1.,0,  1a,5d,  2h,1f,  2,0,  1, U3,  000000000000000
Bazooka,      nil, 0,  2.,0, 12a,2d,  2h,3f,  3,0,  0, CA,  001000000000000
Paratroopers, nil, 0,  1.,0,  6a,4d,  2h,1f,  6,0,  1, CA,  000000100000000
Afrikakorps,  X2,  0,  3.,0,  6a,5d,  2h,1f,  3,0,  1, X6,  000000000000000
Infantry,     X4,  0,  0.,0,  0a,4d,  1h,1f,  3,0,  1, X1,  000000000000000
Machinegunners,nil, 0,  1.,0,  0a,5d,  2h,2f,  4,0,  1, Tac, 000010000000000
Montgomerey,nil, 0,  3.,0,  16a,6d,  3h,2f,  6,0,  1, U1,  000010000000000
Mech. Infantry,X3,  0,  3.,0,  8a,6d,  2h,1f,  6,0,  1, U3,  000000000000000
Panzer Grenadiers,X2,  0,  3.,0,  8a,6d,  3h,1f,  6,0,  1, X6,  000010000000000
Cruiser Tank, X3,  0,  3.,0,  8a,4d,  2h,2f,  5,0,  0, Min, 000000000000000
Crusader Tank,X3,  0,  3.,0,  8a,4d,  2h,2f,  5,0,  0, SFl, 000000000000000
Valentine Tank,X3,  0,  3.,0, 10a,5d,  2h,1f,  6,0,  0, U3,  000000000000000
Matilda Tank, X3,  0,  3.,0, 10a,5d,  2h,1f,  6,0,  0, U3,  000000000000000
Lee Tank,     X3,  0,  3.,0, 10a,5d,  2h,2f,  7,0,  0, X7,  000000000000000
Sherman Tank, X3,  0,  3.,0, 10a,5d,  2h,2f,  7,0,  0, X7,  000000000000000
Churchill Tank,X3,  0,  3.,0, 10a,5d,  2h,2f,  7,0,  0, SFl, 000000000000000
M7 Priest SP Gun,X3,  0,  2.,0, 12a,2d,  2h,2f, 10,0,  0, nil, 010000001000000
M13/40 Tank,  X2,  0,  3.,0,  8a,4d,  2h,2f,  5,0,  0, U2,  000000000000000
M14/41 Tank,  X2,  0,  3.,0,  8a,4d,  2h,2f,  5,0,  0, U2,  000000000000000
Mark II Tank, X2,  0,  3.,0,  8a,4d,  2h,2f,  5,0,  0, X6,  000000000000000
Mark III Tank,X2,  0,  3.,0, 10a,5d,  2h,1f,  6,0,  0, X6,  000000000000000
Mark IV Tank, X2,  0,  3.,0, 10a,5d,  2h,1f,  6,0,  0, U1,  000000000000000
Mark VI (Tiger),X2,  0,  3.,0, 10a,5d,  2h,2f,  7,0,  0, U1,  000000000000000
Semovente 75/18,X2,  0,  2.,0, 12a,2d,  2h,2f, 10,0,  0, nil, 010000001000000
Marder II,    X2,  0,  2.,0, 12a,2d,  2h,2f, 10,0,  0, U1,  010000001000000
Anti-Aircraft,nil, 0,  1.,0,  4a,4d,  1h,2f,  5,0,  1, Ato, 010000000010000
Neberwerfer,  X2,  0,  1.,0, 10a,1d,  2h,1f,  5,0,  0, U1,  000000001000000
Light Artillery,NF,  0,  1.,0, 10a,1d,  2h,1f,  5,0,  0, Too, 000000001000000
Med. Artillery,FP,  0,  1.,0, 10a,1d,  2h,1f,  5,0,  0, NF,  000000001000000
Heavy Artillery,X3,  0,  1.,0, 10a,1d,  2h,1f,  5,0,  0, FP,  000000001000000
Howitzer,     X3,  0,  2.,0, 12a,2d,  2h,2f,  7,0,  0, FP,  000000001000000
88 Gun,       X2,  0,  1.,0, 12a,4d,  3h,2f,  8,0,  0, X6,  010010001000000
Biplane,      Las, 1,  8.,1,  6a,3d,  2h,1f,  5,0,  3, Rad, 010000000010000
Fulgore Fighter,X2,  1, 15.,1,  6a,3d,  2h,1f,  5,0,  3, Las, 010000000010000
Spitfire,     X3,  1, 18.,1,  7a,4d,  2h,2f,  5,0,  3, AFl, 010000000010000
Hurricane,    X3,  1,  8.,1,  7a,4d,  2h,2f,  5,0,  3, AFl, 010000000010000
Bf 109,       X2,  1, 15.,1,  8a,4d,  2h,2f,  6,0,  3, X6,  010000000010000
Stuka Dive Bomber,X2,  1, 15.,1, 10a,2d,  2h,2f,  8,0,  0, X6,  000000000000000
Tactical Bomber,Sth, 1, 10.,2, 10a,1d,  2h,2f,  7,0,  0, Las, 000000000000000
Junker Ju 88, X2,  1, 10.,2, 14a,2d,  2h,2f, 12,0,  0, X6,  000000000000001
Erwin Rommel, no,  0,  3.,1, 18a,6d,  3h,2f, 16,0,  0, no,  000000000000011
Spy,          nil, 0,  2.,0,  0a,2d,  1h,1f,  3,0,  6, Esp, 000000000000010
Mosquito,     X3,  1, 15.,1, 10a,5d,  3h,2f,  8,0,  0, nil, 010000000010000
Lancaster Bomber,X3,  1, 18.,2, 16a,4d,  2h,3f, 12,0,  0, Sth, 000000000000001
Axis General, nil, 0,  2.,0, 12a,2d,  2h,1f,  7,0,  0, U1,  000000001000000
British General,nil, 0,  2.,0, 12a,2d,  2h,1f,  7,0,  0, U1,  000000001000000
Destroyer,    X2,  2, 15.,0,  5a,4d,  3h,1f,  6,0,  2, Stl, 100000000001001
Heavy Cruiser,X2,  2, 10.,0,  8a,6d,  4h,2f, 10,0,  4, Stl, 000000000000001
Battleship,   X2,  2,  7.,0, 15a,10d, 5h,2f, 18,0,  2, U1,  000000000000001
U-Boat,       X2,  2,  8.,0, 10a,3d,  3h,2f,  5,0,  2, U1,  000000000001001
Landing Craft,nil, 2,  5.,0,  0a,0d,  5h,2f,  4,4,  4, nil, 000000000000000
Destroyer,    X3,  2, 15.,0,  5a,4d,  3h,1f,  6,0,  2, nil, 100000000001001
Heavy Cruiser,X3,  2, 10.,0,  8a,6d,  4h,2f, 10,0,  4, nil, 000000000000001
Battleship,   X3,  2,  7.,0, 15a,10d, 5h,2f, 18,0,  2, U1,  000000000000001
Submarine,    X3,  2,  6.,0, 12a,4d,  3h,2f,  6,0,  2, nil, 100000000001001
Convoy,       X3,  2, 12.,0,  8a,12d, 5h,2f, 14,0,  4, U1,  000000010001000
Strongpoint,  nil, 0,  0.,0,  0a,5d,  8h,3f, 20,0,  1, U1,  010010000000001

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Semi-Desert,1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   no,  1, 5, 2,   For, 0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   no,  0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Dunes,      1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,    ; Tun
Desert,     1,2,  0,1,0,   no,  1, 5, 5,   yes, 1, 5,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   no,  0,15, 6,   For, 0,15,  0,  no,    ; Swa
Special,    1,2,  4,1,2,   yes, 3,15, 6,   yes, 4,15,  6,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Buffalo,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Coal,       2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Oasis,      1,2,  3,1,0,
Oasis,      1,2,  3,1,0,
Peat,       2,3,  1,4,0,
Oil,        1,2,  1,12,12,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Oasis,      1,2,  3,1,0,
Oasis,      1,2,  3,1,0,
Spice,      2,3,  3,0,4,
Oil,        1,2,  1,12,12,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
Monarchy,       King,        Queen
Communism,      Comrade,     Comrade
War Government, General,     High Priestess
Republic,       Consul,      Consul
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Shalmaneser,  Shalmaneser,         0, 1, 0, Axis,        Axis,        0,  1,  1,     1, General, General, 2, General, General
Hammurabi,    Hammurabi,           0, 2, 0, Allies,      Allied,     -1, -1,  1,
Tan'gun,      Tan'gun,             0, 3, 0, Vichy French,Vichy French, 1, -1,  1,     4, General, General, 6, General, General
Thutmose,     Thutmose,            0, 4, 0, Greeks,      Greek,       0,  0,  1,     1, General, General, 2, General, General
Alexander,    Alexander,           0, 5, 0, Turks,       Turkish,    -1,  0,  1,     4, General, General, 5, General, General
Suppiluliuma, Suppiluliuma,        0, 6, 0, Persians,    Persian,     0,  1, -1,     6, General, General
Rhadamanthys, Rhadamanthys,        0, 7, 0, Yugoslavians,Yugoslavian,-1, -1,  0,     2, General, General,
Xerxes,       Xerxes,              0, 1, 0, Persians,    Persian,     1,  0, -1,     2, General, General, 4, General, General
Hanno,        Hanno,               0, 2, 0, Phoenicians, Phoenicians, 1,  0,  0,
Wang Hei,     Wang Hei,            0, 3, 0, Shang,       Shang,       1,  1,  1,     4, General, General, 6, General, General
Sargon,       Sargon,              0, 4, 0, Sumerian,    Sumerian,    0, -1,  1,
Sei,          Sei,                 0, 5, 0, Yamatos,     Yamato,      0,  0,  1,     3, General, General
Caesar,       Caesar,              0, 6, 0, Romans,      Roman,       0,  1,  0,     4, General, General, 6, General, General
Hannibal,     Hannibal,            0, 7, 0, Carthaginians,Carthaginian, 1,  1, -1,
Gengis Khan,  Gengis Khan,         0, 1, 0, Mongols,     Mongol,     -1,  1,  0,     4, General, General
Xia,          Xia,                 0, 2, 0, Chinese,     Chinese,     1, -1, -1,     2, General, General, 6, General, General
Mohammed,     Mohammed,            0, 3, 0, Arabs,       Arab,        1,  1,  0,     1, General, General
Sayid,        Sayid,               0, 4, 0, Libyans,     Libyan,     -1,  1, -1,     4, General, General
Hamilcar,     Hamilcar,            0, 5, 0, Spanish,     Spanish,     0, -1,  0,     2, General, General,  4, General, General
Roas,         Roas,                0, 6, 0, Huns,        Hunnish,     0,  0, -1,
Bimbisara,    Bimbisara,           0, 7, 0, Indians,     Indian,      0,  0,  0,     1, General, General, 2, General, General

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,


;
;   Trading Commodities
;
@CARAVAN
Hides,
Wool,
Beads,
Cloth,
Salt,
Coal,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













